/Engine/Source/Runtime/NavigationSystem/Public/NavigationData.h
Represents abstract Navigation Data (sub-classed as NavMesh, NavGraph, etc) Used as a common interface for all navigation types handled by NavigationSystem
class ANavigationData : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [INavigationDataInterface](API\Runtime\Engine\AI\Navigation\INavigationDataInterface)
TArray< FNavPat...
ActivePaths
Container for all path objects generated with this Navigation Data instance.
FCriticalSectio...
ActivePathsLock
Synchronization object for paths registration from main thread and async pathfinding thread
TMap< constUCl...
AreaClassToIdMap
Mapping for SupportedAreas
uint32:  1
bAutoDestroyWhenNoNavigation
Should this instance auto-destroy when there's no navigation system on world when it gets created/loaded
uint32:  1
bCanBeMainNavData
If set, navigation data can act as default one in navigation system's queries
uint32:  1
bCanSpawnOnRebuild
If set, navigation data will be spawned in persistent level during rebuild if actor doesn't exist
uint32: 1
bEnableDrawing
If set to true then this navigation data will be drawing itself when requested as part of "show navigation"
uint32:  1
bForceRebuildOnLoad
Game-time config
uint32:  1
bIsBuildingOnLoad
uint32:  1
bRebuildingSuspended
Set via SetRebuildingSuspended and controlling if RebuildDirtyAreas get passed over to the generator instantly or cached in SuspendedDirtyAreas to be applied at later date with SetRebuildingSuspended(false) call
uint32:  1
bRegistered
Whether this instance is registered with Navigation System
uint32:  1
bSupportsDefaultAgent
Was it generated for default agent (SupportedAgents[0])
uint32
DataVersion
Navigation data versioning.
FSharedNavQuery...
DefaultQueryFilter
Query filter used when no other has been passed to relevant functions
FFindPathPtr
FindHierarchicalPathImplementation
FFindPathPtr
FindPathImplementation
FNavDataConfig
NavDataConfig
TSharedPtr<FNa...
NavDataGenerator
float
NextObservedPathsTickInSeconds
Contains how much time left to the next ObservedPaths processing
TArray< FNavPat...
ObservedPaths
Contains paths that requested observing its goal's location.
float
ObservedPathsTickInterval
All observed paths will be processed every ObservedPathsTickInterval seconds
TMap<UClass&#...
QueryFilters
Map of query filters byUNavigationQueryFilterclass
FNavRaycastPtr
RaycastImplementation
TObjectPtr<UPr...
RenderingComp
TArray<FNavPat...
RepathRequests
Paths that requested re-calculation
ERuntimeGenerat...
RuntimeGeneration
Navigation data runtime generation options
TArray<FSuppor...
SupportedAreas
Serialized area class - ID mapping
TArray<FNaviga...
SuspendedDirtyAreas
Caches requests to rebuild dirty areas while nav rebuilding is suspended via SetRebuildingSuspended(true) call.
FTestPathPtr
TestHierarchicalPathImplementation
FTestPathPtr
TestPathImplementation